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SaltyCoffe

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Posts posted by SaltyCoffe

  1. On 9/21/2023 at 6:13 PM, LeeLoo said:

     

    приспособл.png Adaptability

    With a 2 \ 4 \ 6% chance, the negative "Toxin" effect inflicted on the character by Almahad monsters will heal the character instead of dealing damage.

    i hope that this effect is lower on seeker with talent, i've been asking for months to get the 55% dmg reduction from external objects too, if this doesn't get changed , seeker would be impossible to play in new map

     

    EDIT : of course if these debuffs are like the toxins in spring quests or orci bombs which does hp % dmg 

  2. 16 hours ago, Axetricks said:

    I found a bug (I guess), gouge description says that it allows the character to go in stealth mode 3 seconds after the use of it, when in reality it’s only 2 seconds after using it.

    In the video below you can see that the gouge mark (allowing to go in stealth mode) starts at 0.03 and stops at 2.05 so it’s about 2 full seconds . 
     

     

     

    IMG_5628.jpeg

     

    RPReplay_Final1694813439.mov

    Sometimes i've also noticed the same on seek that it feels like it's not lasting that much

  3. By staying attached to the latest post about the " Game is dying " regarding the drop % and as we all know these drops are really random as you have this super low % of dropping regarding dungeons, raids, quests, chests ecc... 

    We have all seen especially during these past events , people spamming 24/7 doing 1000 runs weekly with 0 high-value drops while someone else doing 7 runs and dropping a super high-value book or costume ;

    So I wanted to make this post explaining a possible suggestion i came up with while talking with others :

     

    • The original suggested idea was to be able to see the drop % of each book,costume ecc... so people can get a grasp of their chance of dropping
    • My new idea would be : why not change from the basics of how the system works and make [ for every type of drop (dungeon,chest,ecc...) ] a starting % of drop-rate, which increases every time you open a chest or do a run , till you get your book or costume drop and resets back to the starting drop %
      • This way it would :
        • Still make people do a lucky drop at the start
        • Give people the "feeling" that sooner or later with many many runs their drop will come 
          • From my POV this thing could make people more attached to the game and it won't even "destroy" the economy ecc... as you still have same chance as before but the more you spam the more chance you can get your lovely drop and then re-start again
            • Keep in mind that it's still a low chance increase, it's not like it goes from 0.001% to 10% in 100 run but even after 1000 run the chance is still low ( but not 0 ) and you play having the " feeling " your drop rate is higher
      • Could work for event chests too like Rottung Air and Nocturn , but for raids might be more complicated 

     

    Of course this is just an idea and I don't know if it could even be possible judging from a programmer-based view

     

    Let me know what you think:piggy3:

  4. 23 minutes ago, BlackAdam22 said:

    You are talking as if we dont have any life outside of warspear. How can you claim leveling up in warspear is easy ? How a new player can afford both exp potions, items, expert skills, talents? Its almost impossible to level up 32. Lvl in this game if you dont anyone to help you or you already have one 32 lvl hero.

     

    All day you are spamming in world chat, i need this boss, help garden easy, lab help, help mini boss etc. Hoping to find someone.

    Many people quit after reaching 20lvl. 
     

    Game is going to die eventually. New comers to this game 0. Whales like you probably stop spending money sooner or later too.

     

     

     

     

     

    And it's not only the fact of "reaching level 32 " ; it's what comes after reaching higher stages of the game. 

    Like nerding all day for events,gvgs, dynamics, dungeons, quests, knowledge grind 

    Especially now with new map coming, add that with special events like horror ecc... 

    You will basically join a game where it takes you a lot to reach level 32 and join a good guild and after that you will have to spend 6-8 hours daily on it or you won't even reach high-level gameplay ( not forgetting the part where u need a lot of money to even reach this type of gameplay )

  5. On 8/28/2023 at 12:19 AM, Oppenheimer32323 said:

    If they were keep in touch warspear community, they wouldnt even consider new map right now. Everybody wants to steady balance update, nerfs and buffs. We dont want to wait 1 year for somethings to change.

    Other than that, the current situation is annoying ; adding a new map with extra quest, dynamics, interactions ecc... ; will make the game impossible to play fully .

    Right now the game is : either you spend hours on it daily with much money in it or it's better to quit, as you won't enjoy the game fully .

    Adding another map with other things to do will just make the game a 10h+ daily play or you stay behind :SK22_5:.

    We alreadyy have many events+gvg+raids that ( with spring or snow or horror or birthday ) make you use like 6-8h daily or you will be left behind , imagine adding another gvg+raids+other things

  6. 14 minutes ago, WantFairGame said:


    Technically, we can find out from here who has spent the most life scrolls, not the population. You know better.  For a long time, wasn't this war called “life scroll war”? 

    The only way to win wars as Elf is to be 300 vs 100 or have many globes while ours do the job ; globes are the only things that can stop hunters to melt flags in 30 seconds each:SK22_5:

  7. On 8/12/2023 at 11:36 PM, Jcbref said:

    its anything but low damage for properly geared damagers if enemy doesnt have aoe damage

    Maybe should have said it before , I was talking about PVE not pvp , i don't know how it works in pvp:crab2:

     

    Maybe like, " increases damage against monsters " something like that D:

  8. I think the 2nd skill of light mermen set right now is kinda " meh " ; it's just some additional super low damage .

    Would be cool ( as new level,map,gear, ecc... coming ) if the copies could have more damage or could proc a random skill of the char .

    What do  you think ?

  9. These classes lack some resistance in pvp, was thinking why not add more seconds on the part where it says " after using it you have 3 seconds where you can go invisible even in fight " ;

    would really help especially when you click the ability and for example get stunned and right as the stun is about to finish 3 seconds have already passed:SK22_5:

  10. As the new map approaching which it will involve : dungeons,quests, raid bosses, normal bosses, ecc....

    I think it's time that the t1-4 knowledge events get an update especially around the "dungeon runs" needed to active the event.

    Right now there are many things to do daily ( especially during special events like birthday,spring,ecc... ) so by making it possible to activate it with less runs and for example , create a counter to see when you are about to finish 1st stage ( like the t1 1st stage ) would be cool and more enjoyable.

     

    PS: fix the fact that in  t4 knowledge event you can't spawn baits without t4 bait quests ; i mean it's kinda strange that it has been this way for so long now

  11. 54 minutes ago, Shadowmon said:

    I don't see a problem. A shaman that works their butt off to get a talent for their favorite skill to make it stronger. So what it hits all targets. Get some resist, use resist pots. It's 2023 Warspear. We have many stat advantages resources. Get good.

    Why be rude on a closed forum discussion that was already solved:crocoduck:

     

    PS : resist doesn't work against the talent anyway ( don't know if you can actually resist the starting buff @pawned ? )

  12. 5 hours ago, Ryohei said:

    Maybe add "weapon arts" 

     

    Examples

     

    *giving the weapon a chance to apply burning/magic /poison/ bleeding with a chance of equal of player critical hit 

     

    * applying debuffs like  decreasing random stats by 30%

     

    Would be cool, but really risky to break game , either in arena or gvgs ( depends on the skill )

     

    Maybe adding for pve wouldn't break game and help both sides equally

  13. 3 minutes ago, pawned said:

    Mute is only additional "Thing" to weakness totem. Its not changing how whole skills works. Weakness totem at 4/4 is affecting 6ppl. 

     

    image.png.e618db3dc8b407b6a436c44fcd54d298.png

    Ah okay so it works with the debuff not just the area, thanks for letting me know .

    Judging just by the talent it talks about area so thought would be an all players debuff

     

    PS: There is no need to be rude i just didn't know that it was based on the players getting the original debuff :SK22_5:

  14. 24 minutes ago, pawned said:

    I would like to know from where this come from ? 

     

    Do we play a same game ? I have not seen a shaman player, that 1/2 shamans can perma mute whole guild during GvG. 

     

    I would suggest to check how original Weakness totem works. 

    I mean it literally says ; "after 7 sec in zone permanent mute to all players until you leave " and that would be a 7 second mute before totem debuff falls off . 

    Ok, maybe it's not broken but still , affecting ALL players seems a bit too much , that's why I said to make it "player-based" debuff as every other skill in game ( at least to my knowledge )

  15. гробовая тишина.png Silence of the Grave

    When an enemy is within the area of the “Totem of Weakness” skill effect for 7 sec., the negative effect "Mute" is additionally applied to him, until he leaves the area of the skill effect.

     

    Time has passed since new update so many unlocked all the juicy talents of every class and ... anyone want to talk about this ?

    I don't know but to me this skill seems pretty unfair as it affects ALL enemies in a big range.

     

    We all know that massive "guild vs guild" ( even on 1v1 ) fights lasts a lot , especially with the "globe vs globe" at the start of it , it is really easy to get these 7 seconds passed and permanent mute everyone, as it is NOT easy to leave the area against : Chieftains area cc, Warlocks area cc, Shaman area cc, bleeding-tick dmgs that slow u down, ecc...

     

    I would suggest to make it at least " player-numbered" where it affects only an amount of players and this way having just 1/2 shamans can't solo-help the massive fights

     

  16. 22 minutes ago, Khrone said:

    We could have something like:

     

    image.png Tirelessness: Allows you to use the skill again to go back to where the character was when the skill was used.

    Would be cool , but maybe a bit abusable for taking crown , soul in birthday gvg, ecc...

     

    It would need a lot of restrictions D:

  17. And by the way, your topic is useless because as I said in my last post under this section ;

    Raids are supposed to be elf vs mcs and not kill pt fights to who has more "crit dmg books" ;

    it lacks the fundaments to start this topic, just because some elf don't want to do elf vs mcs or viceversa, it doesn't mean that crit dmg book needs nerf

  18. Yeah , he did quest+dg in the past 3/4 days but he keeps getting 0 knowledge ( in fact his score in weekly knowledge tournament is 0 )

  19. 9 hours ago, Yomo said:

    :pig1gy:   yes raid books should be op but the logic is ridiculous, how can you beat a party with 5 crit dmg books in raids if your party doesn't have any critdmg books? they having %50 more critdmg in their pt, it's just impossible. You have to win the elm raid to get that book, but you can't win because they already have books. So this book needs to rework.( for example your party did 1 million critical damage to some boss then pt with 5 critdmg books deals 1.5m damage, so 500k more crit dmg) 

    So the logic of raids; who gets first 5 critdmg book in the server will win raids always! Isn't it right? :HW22_12:

    Actually it is not supposed to be like that ;

    Raids were created to be big fights between sentinels and legion , so crit dmg won't matter in raid fights.

    If in the years it evolved into a elf pt dmg fight, it's not dev's fault as it was not intended to be like that:SK22_5:

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